
CARRY / FLOAT
Tidy Up: Spaceship
The developer offers normal gravity or Zero-G, where books float, with larger carry stacks, reach and guided throws among the powerups. Mode choice changes how the objects occupy the cleanup space.
THE CATALOGUE / 408 GAMES
Small games. Strange little rules.
Plenty of reasons to look closer.

CARRY / FLOAT
The developer offers normal gravity or Zero-G, where books float, with larger carry stacks, reach and guided throws among the powerups. Mode choice changes how the objects occupy the cleanup space.

GROW / SCORE
The developer describes plant-grown balls feeding goals for coins, while overtaking rival teams’ net worth awards Match Points for upgrades. The score and the rival comparison belong to different progression loops.

DECORATE / TRAVEL
The developer says cats have different furniture preferences and that stations also affect which cats appear. Decorating the train and choosing its next stop are two inputs into the passenger collection.

CLEAN / PRESERVE
The developer distinguishes persistent upgrades from run-based boosts lost when a meteor resets time. Cleaning also earns through washing away foam, linking preparation for the reset to the full cleaning process.

EXPLORE / READ
The developer says dungeon progress unlocks story pages, and reading those pages unlocks new dungeons. Automatic combat therefore sits inside a loop that still asks the player to return to the text.

ROTATE / LAND
The developer advertises unlimited time per level alongside mid-air backflips, rotation control and increasingly wide gaps. The challenge is framed around the jump rather than a countdown to complete the course.

PREPARE / COMMIT
The developer says combat becomes hands-off after deployment, lost equipment can be retrieved and fallen pilots are permanent losses. Selecting the deployment area commits both a machine and the person whose traits guide it.

REARRANGE / SNEAK
The developer says pushing and pulling boxes creates paths and reaches higher spaces, while quiet movement avoids alerting the parents. The household is both a platforming space to rearrange and a place to pass through carefully.

RESHAPE / PASS
The developer describes making the jelly runner taller, flatter, thinner or wider to pass obstacles. Getting through the course depends on adapting the body as well as steering it.

ATTRACT / DOCUMENT
The developer says flowers, sweets and other placed items attract moths, while shop hints indicate where they prefer to appear. Completing the journal involves preparing the search as well as spotting its subject.

STOCK / REPUTATION
The developer says popularity changes NPC attitudes and opens special interactions, while quests build particular characters’ trust. Expanding the adult shop and gaining social access are related ambitions with different advertised gates.

SWITCH / INTERPRET
The developer describes Organic and AI versions of the same scenes, switchable during play, with mode affecting endings. The presentation is itself part of the choice.